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Subject: New Game: Compass rss

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Rey Alicea
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Introduction

Compass is a territorial game for 2 players.

The game is played on a standard chess board.

You will need a Black and a White pawn and a supply of counters.

Objective

Surround (compass) an opponent by offensively placing counters on the board until the last player able to move wins.

Play

White moves first.

Players take turns.

Players start by each placing a counter on an empty board then placing their pawn in line (orthogonally or diagonally), with that counter.

A player on his turn makes a double move; moves consist of placing a counter then moving his pawn orthogonally (as long as the pawn’s path is not blocked by other counters or an opponent’s pawn) a minimum of 1 space (forwards or backwards along this path) and must line up (orthogonally or diagonally) with that counter.

Play continues until the last player able to move his pawn wins the game.
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Robert Wesley
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Re: New Game: EN-Compass
Isn't THAT 'actually': "encompass"? robot
 
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Rey Alicea
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Quote:
Isn't THAT 'actually': "encompass"?


Well the dictionary may beg to differ...

An enclosing line or boundary; a circumference: outside the compass of the fence.

and

Definition of compass
noun
1an instrument containing a magnetized pointer which shows the direction of magnetic north and bearings from it:
walkers should be equipped with a map and compass
a magnetic compass
Crewe was ideally placed on the rail network, with connections running to all points of the compass
2
(also compasses or a pair of compasses)
an instrument for drawing circles and arcs and measuring distances between points, consisting of two arms linked by a movable joint, one arm ending in a point and the other usually carrying a pencil or pen:
a regular heptagon cannot be constructed accurately with only ruler and compass
3 [in singular] the range or scope of something:
the event had political repercussions which are beyond the compass of this book
goods and services which fall within the compass of the free market
the enclosing limits of an area:
this region had within its compass many types of agriculture



I guess in this context both words would suffice.

 
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Rey Alicea
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I've been thinking about giving player stones the ability to warp onto the other side of the board thus giving a troubled player a temporary means of escape and a way to cross the board quickly.

What do you think,implement the new rule or let it be?
 
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Nick Reymann
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reyalicea wrote:
I've been thinking about giving player stones the ability to warp onto the other side of the board thus giving a troubled player a temporary means of escape and a way to cross the board quickly.

What do you think,implement the new rule or let it be?

As an advocate of games on toroidal boards, I approve.

Also, have you thought of implementing this game mechanic on a non-square-tiled board, such as a board of hexagons? Don't know how well it would work, but it could be interesting (hexagons can tile a torus as well).
 
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Robert Wesley
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I'm still trying to figure out what the significance of the colored 'stones' have to "do" about anything?
 
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Rey Alicea
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Then Nick, it is done.

That was easy!

 
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Nick Reymann
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One quick question/concern:

(Red and blue are player stones, red to move)

If this is a legal move:


Shouldn't this be one also?:


The way your rules are worded exclude the latter.
 
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Rey Alicea
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I like to use the word stones you can use pieces, markers, counters, pawns.

Black and White player pieces with Red counters.

One black bean and one red bean and 60 peas.

You name it.



 
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Nick Reymann
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Do you want to give the game a test run online? I can set up a sandbox room on iggamecenter.com. I'm really bored and want to play something new lol.
 
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Rey Alicea
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Thank you Nick for pointing that out, you are right I'll adjust the rules.
 
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Rey Alicea
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Thanks Nick go right ahead what is a game for if it not played. Just let me know how it went.

Rey
 
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Robert Wesley
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Well, an 8X8 configuration provided a total of 64 spaces, while you have accounted with 62 of them through components listed within your description for these, since I figured that EACH player must then have 2 'stones'/pieces in order to make an exact count-up into 64 then.
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Rey Alicea
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I see what your saying Robert and I'm sorry for the confusion, you see I used 60 white counters simply because while play testing I've never got past the use of 30 or so. So I figured 60 was a good number just in case.
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Rey Alicea
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Mingy Jongo wrote:
reyalicea wrote:
I've been thinking about giving player stones the ability to warp onto the other side of the board thus giving a troubled player a temporary means of escape and a way to cross the board quickly.

What do you think,implement the new rule or let it be?

As an advocate of games on toroidal boards, I approve.

Also, have you thought of implementing this game mechanic on a non-square-tiled board, such as a board of hexagons? Don't know how well it would work, but it could be interesting (hexagons can tile a torus as well).


Well on a square tiled board you can move 8 directions while a hex board you have 6. Don't know what this constraint would do to benefit the player or hurt him?

Will need to get on IgG with you to see.
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Luis Bolaños Mures
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reyalicea wrote:
Here is a new 2 player territorial game that I’m quite proud of.:)

It's an interesting idea indeed, but it's very similar to Chase:

http://www.di.fc.ul.pt/~jpn/gv/chase2.htm

The linked article describes Chase II, which differs from Chase in that some extra "escape routes" are added for the king. Note that, while each player uses counters of different color, this distinction is only relevant with regard to those escape routes, so it doesn't apply in Chase.

Chase differs from Compass in the following:

a) It doesn't use a toroidal board.

b) The king can move up to two squares in a straight line, instead of just one square.

c) You must place a counter and move your piece on the same turn, so the game is mathematically finite.

d) A player loses if he can't make a move. This keeps the territorial aspect intact keeps a similar territorial aspect while preventing ties.
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Rey Alicea
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luigi87 wrote:
reyalicea wrote:
Here is a new 2 player territorial game that I’m quite proud of.

It's an interesting idea indeed, but it's very similar to Chase:

http://www.di.fc.ul.pt/~jpn/gv/chase2.htm

The linked article describes Chase II, which differs from Chase in that some extra "escape routes" are added for the king. Note that, while each player uses counters of different color, this distinction is only relevant with regard to those escape routes, so it doesn't apply in Chase.

Chase differs from Compass in the following:

a) It doesn't use a toroidal board.

b) The king can move up to two squares in a straight line, instead of just one square.

c) You must place a counter and move your piece on the same turn, so the game is mathematically finite.

d) A player loses if he can't make a move. This keeps the territorial aspect intact while preventing ties.


e) Chase differs in one more way the king captures in Compass they do not.

f)If the king is enclosed by eight blocking soldiers, he is stalemated.

In Compass a win can be gained simply by blocking all of your opponents escapes not necessarily enclosing your opponent with 8 counters.

Also Luigi I'd like to point out that many abstracts have similarities.

The moving your piece and then placing a counter on your turn I feel throws the rhythm of a game off.

A game should flow from I think then move not to I think then move move.


Though unlikely to happen in a real match here are 2 possible plays in Compass where blue wins.


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Luis Bolaños Mures
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reyalicea wrote:
e) Chase differs in one more way the king captures in Compass they do not.

There are no captures in Chase either. These were added in Chase II to give the kings some additional escape routes, as mentioned in the article I linked:

Quote:
Chase II is a development of Chase, where the escape routes were added for a more balanced game.


EDIT: I've removed the part where I said that stalemate and territory goals are almost equivalent in this game. They are in Amazons, but not here.
 
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Rey Alicea
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I must be getting old, I see now why we don't see eye to eye.shake

I changed the End Game to read:

When players end up in separate territories, the player whose territory spaces that would require the most counters to fill those spaces on the board wins.
 
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Luis Bolaños Mures
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reyalicea wrote:

I must be getting old, I see now why we don't see eye to eye.:shake:

I changed the End Game to read:

When players end up in separate territories, the player whose territory spaces that would require the most counters to fill those spaces on the board wins.


I don't think there was any problem with the previous wording. This looks the same to me. Isn't there even a syntax mistake on this one?

On a different note, I've removed the part from my previous post where I said that stalemate and territory goals where practically equivalent in this game. They're not. Your game should actually feel quite different from Chase, even without the toroidal board. For example:

. . . x A . . .
. . . x x x . .
. . . x . . . .
. B . x . . . .
. . . x . . . .
. . . x . . . .
. . . x . . . .
. . . x . . . .


If this were a position from non-toroidal Compass, A would have won 29-24. In Chase, however, B to play wins by placing a counter on f8, next to the A piece.

I don't know which of the two games is better. Chase is hard-finite and drawless, but Compass feels possibly cleaner and, as you say, cycles won't occur in practice.

Ties can also be easily avoided with an extra rule if desired.
 
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Rey Alicea
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Thanks for the analysis Luigi, so it comes back to to my first question toroidal or non-toroidal guys?
 
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the warp confuses me. Are counters in different territories if they are abel to reach each other by warp?

Btw, the game looks cool and like a lot of fun.
 
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Rey Alicea
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Thanks Arthur.

Maybe warp is the wrong word, maybe I should use teleport instead. Anyway I'm leaning towards non-torodial more and more. Unless someone else has another opinion?
 
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I think the game is more elegant without it, but if it is needed to improve gameplay it is okay too.
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Grant Fikes
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Let's pretend the end of the game looks like this:

. . . . . . . .
. . . . . . . .
. . . . . . . .
. . X X X X . .
. . X A B X . .
. . X X X X . .
. . . . . . . .
. . . . . . . .


The players will never be in separate territories. Does that make this a draw by virtue of the game never ending?

Actually, the way the rules are right now, if the two players are adjacent, and it is player A's turn, then player B can always ensure the game never ends by moving to player A's old space every time A moves.
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